New Spring-authentic map: Altored Mars v2 - Page 2

New Spring-authentic map: Altored Mars v2

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Storm
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Joined: 12 Sep 2004, 22:23

Post by Storm »

Uh, it was MH2 I blanked, out of courtesy, not to be rude, even if looked like it. I put it back up because you gave a valid argument.

I haven't got around uploading Caydr's map though. The self-installer on the other map simply refuses to be uploaded (explorer crashes for me) and as for this, I thought I could just wait two days to get the final version.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Hahahahahahahahahahahahahahahahahahahahahahahahahaha, explorer, oh what a n00b.
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smoth
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Post by smoth »

would you people please stop this asinine browser war garbage.


That being said. I played the map. I couldn't realy make out enough to do much. BUT It does show room for new possibilities. Although I wish the interface was not obscured.
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Caydr
Omnidouche
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Post by Caydr »

I reduced the fog and reposted it, try it again and see what you think.
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Storm
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Post by Storm »

I don't like Opera and FireFox messes some sites up.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Wow, I like the look of that. It is very atmospheric indeed. I wonder what a well placed lens-flare would do to that image, with a red-hot sun...

However, I do think that from the screenshots you have provided, it is too thick to be playable.

To be honest, that would be cool as a weather effect (Assuming they ever put that in), so that one moment the map is a rather clear mars map, and the next a Martian dust storm descends (with howling wind to boot :wink:), and the map turns into a complete soup, changing gameplay completely. Then, just as quickly as it arrives, it disappears again...
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Caydr wrote:Yes, that's what I was going for. I wanted it to be as real as possible, even if that means a realistic mars-ish atmosphere.
Needs more metal... mars IS all iron oxide hence the "rust" look.
There would need to be oxygen for there to be any kind of oxide. Just because the moon is white doesn't mean it's all calcium :-)
Sorry Caydr,, Mars is indeed red because of iron oxides in various forms,,rust.
Would look better if the sky was more butterscotch in colour and visability is much better for the most part on Mars.

This image is in aproximate true colour
Image
SporkNinja
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Joined: 28 Apr 2005, 01:44

Post by SporkNinja »

its not that bad. It seems i always see that map up like out 1/10 rooms. Heck the screen shots make it more foggier imho. When i tested this out yea you can notice the fog but it is playable it didn't hinder my vision.
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Storm
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Post by Storm »

That's because he changed it, Ninja.
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zwzsg
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Post by zwzsg »

Yes, new version is much more playable.
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Buggi
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Post by Buggi »

[quote="mufdvr222]
This image is in aproximate true colour
[/quote]

That looks sorta like Arizona :shock:

Can ANYONE explain to me what the decimal values in the SMD mean and how they translate into actual colors?

Like:
SunColor=1.2 0.6 0.4;

1.2?? wtf? Can anyone shed LIGHT on the subject for me please.

^_^

-Buggi
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zwzsg
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Post by zwzsg »

1.2 gets truncated to 1.0
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Buggi
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Post by Buggi »

So they ARE in percents!

Is that percent of RGB or CMYK percents?

:shock:
Gnomre
Imperial Winter Developer
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Post by Gnomre »

If it's anything like the internal GUI code in the source, it's RGB, where 0 0 0 is black and 1 1 1 is white. Heck, I could probably whip up a simple commandline app to convert 0-255 RGB values or possibly HTML hex values to the 0-1 scale spring uses... though I'm sure that's what you're planning on doing for your new map compiler, so I'll just leave it to you ;)
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zwzsg
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Post by zwzsg »

Percent? Why you got that idea? No it's RGB values, between 0 and 1.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Remember how you convert a decimal to a percent, zwzsg? That's what he means.
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zwzsg
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Post by zwzsg »

To convert a decimal to a percent you multiply it by 100, right?

That doesn't explain why he called "percent" values between 0.0 and 1.0.
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Buggi
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Post by Buggi »

Jesus people...

if
1.0 == full
0.0 == none

and in the RGB world
0xFF == full
0x00 == none

so,
0xFF == 255
therefore 1.0 == 0xFF ?

But 0x00 = 0 = 0.0

assuming 0.6 0.0 0.0 is 60% red, 0% green and 0% blue

60% of 255 = 153

so for SunColor=1.2 0.6 0.4;
truncated to 1.0 0.6 and 0.4

Would be RGB of r255 g153 b102

Which DOES NOT EQUAL the color of the sun. (it's redish if you use the original values)

So the question stands, what's the game doing with the colors?

-Buggi
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Hey now... I was just commenting on what it'd be if it was handled the same way as the GUI. I wasn't saying I knew for sure if that's how map values are also handled...
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zwzsg
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Post by zwzsg »

I always assumed that to get a color of r255 g153 b102 I need a suncolor of of 1.0 0.6 and 0.4, and always got the color I was looking for.

(Save when I tried to get a sun darker than sky, and when the the below horizon color or fog color messed with my sky.)
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